000891613 000__ 03391cam\a2200469M\\4500 000891613 001__ 891613 000891613 005__ 20230306150211.0 000891613 006__ m\\\\\o\\d\\\\\\\\ 000891613 007__ cr\un\nnnunnun 000891613 008__ 190628s2019\\\\sz\a\\\\ob\\\\001\0\eng\d 000891613 019__ $$a1105900874$$a1106164215$$a1107587596$$a1112400653 000891613 020__ $$a9783030110789$$q(electronic book) 000891613 020__ $$a3030110788$$q(electronic book) 000891613 020__ $$z303011077X 000891613 020__ $$z9783030110772 000891613 0248_ $$a10.1007/978-3-030-11 000891613 035__ $$aSP(OCoLC)on1110869431 000891613 035__ $$aSP(OCoLC)1110869431$$z(OCoLC)1105900874$$z(OCoLC)1106164215$$z(OCoLC)1107587596$$z(OCoLC)1112400653 000891613 040__ $$aDCT$$beng$$erda$$cDCT$$dLQU$$dGW5XE$$dOCLCO$$dOCLCF$$dOH1$$dYDX$$dEBLCP$$dEMU$$dDKU$$dUAB 000891613 049__ $$aISEA 000891613 050_4 $$aGV1469.34.P79$$bG64 2019 000891613 08204 $$a005.437$$223 000891613 1001_ $$aGoethe, Ole,$$eauthor. 000891613 24510 $$aGamification mindset /$$cOle Goethe. 000891613 264_1 $$aCham, Switzeralnd :$$bSpringer,$$c[2019] 000891613 300__ $$a1 online resource (xi, 138 pages) :$$billustrations 000891613 336__ $$atext$$btxt$$2rdacontent 000891613 337__ $$acomputer$$bc$$2rdamedia 000891613 338__ $$aonline resource$$bcr$$2rdacarrier 000891613 4901_ $$aHuman-computer interaction series,$$x1571-5035 000891613 504__ $$aIncludes bibliographical references and index. 000891613 5050_ $$aTechnology impact mindsets -- Gamified thinking -- Problems with applying gamified thinking into a product -- Games are learning systems -- Learning experiences in real life -- Game design principles usable in gamification -- Timings in games and gamification -- Immersion in games and gamification -- Multimodality in gamification. 000891613 506__ $$aAccess limited to authorized users. 000891613 520__ $$aExplores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a 'gamification' design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications' abilities to immerse and change the user's intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable. 000891613 650_0 $$aComputer games$$xPsychological aspects. 000891613 650_0 $$aComputer games$$xDesign. 000891613 77608 $$iPrint version:$$z303011077X$$z9783030110772$$w(OCoLC)1078720477 000891613 830_0 $$aHuman-computer interaction series. 000891613 85280 $$bebk$$hSpringerLink 000891613 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-030-11078-9$$zOnline Access$$91397441.1 000891613 909CO $$ooai:library.usi.edu:891613$$pGLOBAL_SET 000891613 980__ $$aEBOOK 000891613 980__ $$aBIB 000891613 982__ $$aEbook 000891613 983__ $$aOnline 000891613 994__ $$a92$$bISE